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Various: Remove Rogue Legacy and Clique (#5177)
* Various: Remove Rogue Legacy and Clique * Remove Clique from setup.py and revert network diagram.md change. * Try again. * Update network diagram.md --------- Co-authored-by: Zach “Phar” Parks <phar@pharware.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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@@ -14,7 +14,6 @@ Currently, the following games are supported:
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* Super Metroid
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* Secret of Evermore
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* Final Fantasy
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* Rogue Legacy
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* VVVVVV
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* Raft
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* Super Mario 64
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@@ -41,7 +40,6 @@ Currently, the following games are supported:
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* The Messenger
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* Kingdom Hearts 2
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* The Legend of Zelda: Link's Awakening DX
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* Clique
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* Adventure
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* DLC Quest
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* Noita
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@@ -48,9 +48,6 @@
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# Civilization VI
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/worlds/civ6/ @hesto2
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# Clique
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/worlds/clique/ @ThePhar
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# Dark Souls III
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/worlds/dark_souls_3/ @Marechal-L @nex3
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@@ -148,9 +145,6 @@
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# Raft
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/worlds/raft/ @SunnyBat
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# Rogue Legacy
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/worlds/rogue_legacy/ @ThePhar
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# Risk of Rain 2
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/worlds/ror2/ @kindasneaki
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@@ -125,10 +125,8 @@ flowchart LR
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NM[Mod with Archipelago.MultiClient.Net]
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subgraph FNA/XNA
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TS[Timespinner]
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RL[Rogue Legacy]
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end
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NM <-- TsRandomizer --> TS
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NM <-- RogueLegacyRandomizer --> RL
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subgraph Unity
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ROR[Risk of Rain 2]
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SN[Subnautica]
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@@ -177,4 +175,4 @@ flowchart LR
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FMOD <--> FMAPI
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end
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CC <-- Integrated --> FC
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```
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```
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1
setup.py
1
setup.py
@@ -63,7 +63,6 @@ non_apworlds: set[str] = {
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"Adventure",
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"ArchipIDLE",
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"Archipelago",
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"Clique",
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"Lufia II Ancient Cave",
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"Meritous",
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"Ocarina of Time",
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@@ -1,38 +0,0 @@
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from typing import Callable, Dict, NamedTuple, Optional, TYPE_CHECKING
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from BaseClasses import Item, ItemClassification
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if TYPE_CHECKING:
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from . import CliqueWorld
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class CliqueItem(Item):
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game = "Clique"
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class CliqueItemData(NamedTuple):
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code: Optional[int] = None
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type: ItemClassification = ItemClassification.filler
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can_create: Callable[["CliqueWorld"], bool] = lambda world: True
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item_data_table: Dict[str, CliqueItemData] = {
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"Feeling of Satisfaction": CliqueItemData(
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code=69696969,
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type=ItemClassification.progression,
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),
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"Button Activation": CliqueItemData(
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code=69696968,
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type=ItemClassification.progression,
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can_create=lambda world: world.options.hard_mode,
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),
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"A Cool Filler Item (No Satisfaction Guaranteed)": CliqueItemData(
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code=69696967,
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can_create=lambda world: False # Only created from `get_filler_item_name`.
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),
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"The Urge to Push": CliqueItemData(
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type=ItemClassification.progression,
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),
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}
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item_table = {name: data.code for name, data in item_data_table.items() if data.code is not None}
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@@ -1,37 +0,0 @@
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from typing import Callable, Dict, NamedTuple, Optional, TYPE_CHECKING
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from BaseClasses import Location
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if TYPE_CHECKING:
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from . import CliqueWorld
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class CliqueLocation(Location):
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game = "Clique"
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class CliqueLocationData(NamedTuple):
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region: str
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address: Optional[int] = None
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can_create: Callable[["CliqueWorld"], bool] = lambda world: True
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locked_item: Optional[str] = None
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location_data_table: Dict[str, CliqueLocationData] = {
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"The Big Red Button": CliqueLocationData(
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region="The Button Realm",
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address=69696969,
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),
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"The Item on the Desk": CliqueLocationData(
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region="The Button Realm",
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address=69696968,
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can_create=lambda world: world.options.hard_mode,
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),
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"In the Player's Mind": CliqueLocationData(
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region="The Button Realm",
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locked_item="The Urge to Push",
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),
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}
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location_table = {name: data.address for name, data in location_data_table.items() if data.address is not None}
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locked_locations = {name: data for name, data in location_data_table.items() if data.locked_item}
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@@ -1,34 +0,0 @@
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from dataclasses import dataclass
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from Options import Choice, Toggle, PerGameCommonOptions, StartInventoryPool
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class HardMode(Toggle):
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"""Only for the most masochistically inclined... Requires button activation!"""
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display_name = "Hard Mode"
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class ButtonColor(Choice):
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"""Customize your button! Now available in 12 unique colors."""
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display_name = "Button Color"
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option_red = 0
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option_orange = 1
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option_yellow = 2
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option_green = 3
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option_cyan = 4
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option_blue = 5
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option_magenta = 6
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option_purple = 7
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option_pink = 8
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option_brown = 9
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option_white = 10
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option_black = 11
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@dataclass
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class CliqueOptions(PerGameCommonOptions):
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color: ButtonColor
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hard_mode: HardMode
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start_inventory_from_pool: StartInventoryPool
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# DeathLink is always on. Always.
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# death_link: DeathLink
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@@ -1,11 +0,0 @@
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from typing import Dict, List, NamedTuple
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class CliqueRegionData(NamedTuple):
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connecting_regions: List[str] = []
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region_data_table: Dict[str, CliqueRegionData] = {
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"Menu": CliqueRegionData(["The Button Realm"]),
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"The Button Realm": CliqueRegionData(),
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}
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@@ -1,13 +0,0 @@
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from typing import Callable, TYPE_CHECKING
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from BaseClasses import CollectionState
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if TYPE_CHECKING:
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from . import CliqueWorld
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def get_button_rule(world: "CliqueWorld") -> Callable[[CollectionState], bool]:
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if world.options.hard_mode:
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return lambda state: state.has("Button Activation", world.player)
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return lambda state: True
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@@ -1,102 +0,0 @@
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from typing import List, Dict, Any
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from BaseClasses import Region, Tutorial
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from worlds.AutoWorld import WebWorld, World
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from .Items import CliqueItem, item_data_table, item_table
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from .Locations import CliqueLocation, location_data_table, location_table, locked_locations
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from .Options import CliqueOptions
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from .Regions import region_data_table
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from .Rules import get_button_rule
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class CliqueWebWorld(WebWorld):
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theme = "partyTime"
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setup_en = Tutorial(
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tutorial_name="Start Guide",
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description="A guide to playing Clique.",
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language="English",
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file_name="guide_en.md",
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link="guide/en",
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authors=["Phar"]
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)
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setup_de = Tutorial(
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tutorial_name="Anleitung zum Anfangen",
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description="Eine Anleitung um Clique zu spielen.",
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language="Deutsch",
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file_name="guide_de.md",
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link="guide/de",
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authors=["Held_der_Zeit"]
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)
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tutorials = [setup_en, setup_de]
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game_info_languages = ["en", "de"]
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class CliqueWorld(World):
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"""The greatest game of all time."""
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game = "Clique"
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web = CliqueWebWorld()
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options: CliqueOptions
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options_dataclass = CliqueOptions
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location_name_to_id = location_table
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item_name_to_id = item_table
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def create_item(self, name: str) -> CliqueItem:
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return CliqueItem(name, item_data_table[name].type, item_data_table[name].code, self.player)
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def create_items(self) -> None:
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item_pool: List[CliqueItem] = []
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for name, item in item_data_table.items():
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if item.code and item.can_create(self):
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item_pool.append(self.create_item(name))
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self.multiworld.itempool += item_pool
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def create_regions(self) -> None:
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# Create regions.
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for region_name in region_data_table.keys():
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region = Region(region_name, self.player, self.multiworld)
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self.multiworld.regions.append(region)
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# Create locations.
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for region_name, region_data in region_data_table.items():
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region = self.get_region(region_name)
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region.add_locations({
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location_name: location_data.address for location_name, location_data in location_data_table.items()
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if location_data.region == region_name and location_data.can_create(self)
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}, CliqueLocation)
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region.add_exits(region_data_table[region_name].connecting_regions)
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# Place locked locations.
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for location_name, location_data in locked_locations.items():
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# Ignore locations we never created.
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if not location_data.can_create(self):
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continue
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locked_item = self.create_item(location_data_table[location_name].locked_item)
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self.get_location(location_name).place_locked_item(locked_item)
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# Set priority location for the Big Red Button!
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self.options.priority_locations.value.add("The Big Red Button")
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def get_filler_item_name(self) -> str:
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return "A Cool Filler Item (No Satisfaction Guaranteed)"
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def set_rules(self) -> None:
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button_rule = get_button_rule(self)
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self.get_location("The Big Red Button").access_rule = button_rule
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self.get_location("In the Player's Mind").access_rule = button_rule
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# Do not allow button activations on buttons.
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self.get_location("The Big Red Button").item_rule = lambda item: item.name != "Button Activation"
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# Completion condition.
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self.multiworld.completion_condition[self.player] = lambda state: state.has("The Urge to Push", self.player)
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def fill_slot_data(self) -> Dict[str, Any]:
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return {
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"color": self.options.color.current_key
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}
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@@ -1,18 +0,0 @@
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# Clique
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## Was ist das für ein Spiel?
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~~Clique ist ein psychologisches Überlebens-Horror Spiel, in dem der Spieler der Versuchung wiederstehen muss große~~
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~~(rote) Knöpfe zu drücken.~~
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Clique ist ein scherzhaftes Spiel, welches für Archipelago im März 2023 entwickelt wurde, um zu zeigen, wie einfach
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es sein kann eine Welt für Archipelago zu entwicklen. Das Ziel des Spiels ist es den großen (standardmäßig) roten
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Knopf zu drücken. Wenn ein Spieler auf dem `hard_mode` (schwieriger Modus) spielt, muss dieser warten bis jemand
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anderes in der Multiworld den Knopf aktiviert, damit er gedrückt werden kann.
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Clique kann auf den meisten modernen, HTML5-fähigen Browsern gespielt werden.
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## Wo ist die Seite für die Einstellungen?
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Die [Seite für die Spielereinstellungen dieses Spiels](../player-options) enthält alle Optionen die man benötigt um
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eine YAML-Datei zu konfigurieren und zu exportieren.
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@@ -1,16 +0,0 @@
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# Clique
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## What is this game?
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~~Clique is a psychological survival horror game where a player must survive the temptation to press red buttons.~~
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Clique is a joke game developed for Archipelago in March 2023 to showcase how easy it can be to develop a world for
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Archipelago. The objective of the game is to press the big red button. If a player is playing on `hard_mode`, they must
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wait for someone else in the multiworld to "activate" their button before they can press it.
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Clique can be played on most modern HTML5-capable browsers.
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## Where is the options page?
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The [player options page for this game](../player-options) contains all the options you need to configure
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and export a config file.
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@@ -1,25 +0,0 @@
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# Clique Anleitung
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Nachdem dein Seed generiert wurde, gehe auf die Website von [Clique dem Spiel](http://clique.pharware.com/) und gib
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Server-Daten, deinen Slot-Namen und ein Passwort (falls vorhanden) ein. Klicke dann auf "Connect" (Verbinden).
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Wenn du auf "Einfach" spielst, kannst du unbedenklich den Knopf drücken und deine "Befriedigung" erhalten.
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Wenn du auf "Schwer" spielst, ist es sehr wahrscheinlich, dass du warten musst bevor du dein Ziel erreichen kannst.
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Glücklicherweise läuft Click auf den meißten großen Browsern, die HTML5 unterstützen. Das heißt du kannst Clique auf
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deinem Handy starten und produktiv sein während du wartest!
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Falls du einige Ideen brauchst was du tun kannst, während du wartest bis der Knopf aktiviert wurde, versuche
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(mindestens) eins der Folgenden:
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- Dein Zimmer aufräumen.
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- Die Wäsche machen.
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- Etwas Essen von einem X-Belieben Fast Food Restaruant holen.
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- Das tägliche Wordle machen.
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- ~~Deine Seele an **Phar** verkaufen.~~
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- Deine Hausaufgaben erledigen.
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- Deine Post abholen.
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~~Solltest du auf irgendwelche Probleme in diesem Spiel stoßen, solltest du keinesfalls nicht **thephar** auf~~
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~~Discord kontaktieren. *zwinker* *zwinker*~~
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@@ -1,22 +0,0 @@
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# Clique Start Guide
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After rolling your seed, go to the [Clique Game](http://clique.pharware.com/) site and enter the server details, your
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slot name, and a room password if one is required. Then click "Connect".
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If you're playing on "easy mode", just click the button and receive "Satisfaction".
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If you're playing on "hard mode", you may need to wait for activation before you can complete your objective. Luckily,
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Clique runs in most major browsers that support HTML5, so you can load Clique on your phone and be productive while
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you wait!
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If you need some ideas for what to do while waiting for button activation, give the following a try:
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- Clean your room.
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- Wash the dishes.
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- Get some food from a non-descript fast food restaurant.
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- Do the daily Wordle.
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- ~~Sell your soul to Phar.~~
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- Do your school work.
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~~If you run into any issues with this game, definitely do not contact **thephar** on discord. *wink* *wink*~~
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@@ -1,111 +0,0 @@
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from typing import Dict, NamedTuple, Optional
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from BaseClasses import Item, ItemClassification
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class RLItem(Item):
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game: str = "Rogue Legacy"
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class RLItemData(NamedTuple):
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category: str
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code: Optional[int] = None
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classification: ItemClassification = ItemClassification.filler
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max_quantity: int = 1
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weight: int = 1
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def get_items_by_category(category: str) -> Dict[str, RLItemData]:
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item_dict: Dict[str, RLItemData] = {}
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for name, data in item_table.items():
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if data.category == category:
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item_dict.setdefault(name, data)
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return item_dict
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item_table: Dict[str, RLItemData] = {
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# Vendors
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"Blacksmith": RLItemData("Vendors", 90_000, ItemClassification.progression),
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"Enchantress": RLItemData("Vendors", 90_001, ItemClassification.progression),
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"Architect": RLItemData("Vendors", 90_002, ItemClassification.useful),
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# Classes
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"Progressive Knights": RLItemData("Classes", 90_003, ItemClassification.useful, 2),
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"Progressive Mages": RLItemData("Classes", 90_004, ItemClassification.useful, 2),
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"Progressive Barbarians": RLItemData("Classes", 90_005, ItemClassification.useful, 2),
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"Progressive Knaves": RLItemData("Classes", 90_006, ItemClassification.useful, 2),
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"Progressive Shinobis": RLItemData("Classes", 90_007, ItemClassification.useful, 2),
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"Progressive Miners": RLItemData("Classes", 90_008, ItemClassification.useful, 2),
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"Progressive Liches": RLItemData("Classes", 90_009, ItemClassification.useful, 2),
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"Progressive Spellthieves": RLItemData("Classes", 90_010, ItemClassification.useful, 2),
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"Dragons": RLItemData("Classes", 90_096, ItemClassification.progression),
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"Traitors": RLItemData("Classes", 90_097, ItemClassification.useful),
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# Skills
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"Health Up": RLItemData("Skills", 90_013, ItemClassification.progression_skip_balancing, 15),
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"Mana Up": RLItemData("Skills", 90_014, ItemClassification.progression_skip_balancing, 15),
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"Attack Up": RLItemData("Skills", 90_015, ItemClassification.progression_skip_balancing, 15),
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"Magic Damage Up": RLItemData("Skills", 90_016, ItemClassification.progression_skip_balancing, 15),
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"Armor Up": RLItemData("Skills", 90_017, ItemClassification.useful, 15),
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"Equip Up": RLItemData("Skills", 90_018, ItemClassification.useful, 5),
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"Crit Chance Up": RLItemData("Skills", 90_019, ItemClassification.useful, 5),
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"Crit Damage Up": RLItemData("Skills", 90_020, ItemClassification.useful, 5),
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"Down Strike Up": RLItemData("Skills", 90_021),
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"Gold Gain Up": RLItemData("Skills", 90_022),
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"Potion Efficiency Up": RLItemData("Skills", 90_023),
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"Invulnerability Time Up": RLItemData("Skills", 90_024),
|
||||
"Mana Cost Down": RLItemData("Skills", 90_025),
|
||||
"Death Defiance": RLItemData("Skills", 90_026, ItemClassification.useful),
|
||||
"Haggling": RLItemData("Skills", 90_027, ItemClassification.useful),
|
||||
"Randomize Children": RLItemData("Skills", 90_028, ItemClassification.useful),
|
||||
|
||||
# Blueprints
|
||||
"Progressive Blueprints": RLItemData("Blueprints", 90_055, ItemClassification.useful, 15),
|
||||
"Squire Blueprints": RLItemData("Blueprints", 90_040, ItemClassification.useful),
|
||||
"Silver Blueprints": RLItemData("Blueprints", 90_041, ItemClassification.useful),
|
||||
"Guardian Blueprints": RLItemData("Blueprints", 90_042, ItemClassification.useful),
|
||||
"Imperial Blueprints": RLItemData("Blueprints", 90_043, ItemClassification.useful),
|
||||
"Royal Blueprints": RLItemData("Blueprints", 90_044, ItemClassification.useful),
|
||||
"Knight Blueprints": RLItemData("Blueprints", 90_045, ItemClassification.useful),
|
||||
"Ranger Blueprints": RLItemData("Blueprints", 90_046, ItemClassification.useful),
|
||||
"Sky Blueprints": RLItemData("Blueprints", 90_047, ItemClassification.useful),
|
||||
"Dragon Blueprints": RLItemData("Blueprints", 90_048, ItemClassification.useful),
|
||||
"Slayer Blueprints": RLItemData("Blueprints", 90_049, ItemClassification.useful),
|
||||
"Blood Blueprints": RLItemData("Blueprints", 90_050, ItemClassification.useful),
|
||||
"Sage Blueprints": RLItemData("Blueprints", 90_051, ItemClassification.useful),
|
||||
"Retribution Blueprints": RLItemData("Blueprints", 90_052, ItemClassification.useful),
|
||||
"Holy Blueprints": RLItemData("Blueprints", 90_053, ItemClassification.useful),
|
||||
"Dark Blueprints": RLItemData("Blueprints", 90_054, ItemClassification.useful),
|
||||
|
||||
# Runes
|
||||
"Vault Runes": RLItemData("Runes", 90_060, ItemClassification.progression),
|
||||
"Sprint Runes": RLItemData("Runes", 90_061, ItemClassification.progression),
|
||||
"Vampire Runes": RLItemData("Runes", 90_062, ItemClassification.useful),
|
||||
"Sky Runes": RLItemData("Runes", 90_063, ItemClassification.progression),
|
||||
"Siphon Runes": RLItemData("Runes", 90_064, ItemClassification.useful),
|
||||
"Retaliation Runes": RLItemData("Runes", 90_065),
|
||||
"Bounty Runes": RLItemData("Runes", 90_066),
|
||||
"Haste Runes": RLItemData("Runes", 90_067),
|
||||
"Curse Runes": RLItemData("Runes", 90_068),
|
||||
"Grace Runes": RLItemData("Runes", 90_069),
|
||||
"Balance Runes": RLItemData("Runes", 90_070, ItemClassification.useful),
|
||||
|
||||
# Junk
|
||||
"Triple Stat Increase": RLItemData("Filler", 90_030, weight=6),
|
||||
"1000 Gold": RLItemData("Filler", 90_031, weight=3),
|
||||
"3000 Gold": RLItemData("Filler", 90_032, weight=2),
|
||||
"5000 Gold": RLItemData("Filler", 90_033, weight=1),
|
||||
}
|
||||
|
||||
event_item_table: Dict[str, RLItemData] = {
|
||||
"Defeat Khidr": RLItemData("Event", classification=ItemClassification.progression),
|
||||
"Defeat Alexander": RLItemData("Event", classification=ItemClassification.progression),
|
||||
"Defeat Ponce de Leon": RLItemData("Event", classification=ItemClassification.progression),
|
||||
"Defeat Herodotus": RLItemData("Event", classification=ItemClassification.progression),
|
||||
"Defeat Neo Khidr": RLItemData("Event", classification=ItemClassification.progression),
|
||||
"Defeat Alexander IV": RLItemData("Event", classification=ItemClassification.progression),
|
||||
"Defeat Ponce de Freon": RLItemData("Event", classification=ItemClassification.progression),
|
||||
"Defeat Astrodotus": RLItemData("Event", classification=ItemClassification.progression),
|
||||
"Defeat The Fountain": RLItemData("Event", classification=ItemClassification.progression),
|
||||
}
|
@@ -1,94 +0,0 @@
|
||||
from typing import Dict, NamedTuple, Optional
|
||||
|
||||
from BaseClasses import Location
|
||||
|
||||
|
||||
class RLLocation(Location):
|
||||
game: str = "Rogue Legacy"
|
||||
|
||||
|
||||
class RLLocationData(NamedTuple):
|
||||
category: str
|
||||
code: Optional[int] = None
|
||||
|
||||
|
||||
def get_locations_by_category(category: str) -> Dict[str, RLLocationData]:
|
||||
location_dict: Dict[str, RLLocationData] = {}
|
||||
for name, data in location_table.items():
|
||||
if data.category == category:
|
||||
location_dict.setdefault(name, data)
|
||||
|
||||
return location_dict
|
||||
|
||||
|
||||
location_table: Dict[str, RLLocationData] = {
|
||||
# Manor Renovation
|
||||
"Manor - Ground Road": RLLocationData("Manor", 91_000),
|
||||
"Manor - Main Base": RLLocationData("Manor", 91_001),
|
||||
"Manor - Main Bottom Window": RLLocationData("Manor", 91_002),
|
||||
"Manor - Main Top Window": RLLocationData("Manor", 91_003),
|
||||
"Manor - Main Rooftop": RLLocationData("Manor", 91_004),
|
||||
"Manor - Left Wing Base": RLLocationData("Manor", 91_005),
|
||||
"Manor - Left Wing Window": RLLocationData("Manor", 91_006),
|
||||
"Manor - Left Wing Rooftop": RLLocationData("Manor", 91_007),
|
||||
"Manor - Left Big Base": RLLocationData("Manor", 91_008),
|
||||
"Manor - Left Big Upper 1": RLLocationData("Manor", 91_009),
|
||||
"Manor - Left Big Upper 2": RLLocationData("Manor", 91_010),
|
||||
"Manor - Left Big Windows": RLLocationData("Manor", 91_011),
|
||||
"Manor - Left Big Rooftop": RLLocationData("Manor", 91_012),
|
||||
"Manor - Left Far Base": RLLocationData("Manor", 91_013),
|
||||
"Manor - Left Far Roof": RLLocationData("Manor", 91_014),
|
||||
"Manor - Left Extension": RLLocationData("Manor", 91_015),
|
||||
"Manor - Left Tree 1": RLLocationData("Manor", 91_016),
|
||||
"Manor - Left Tree 2": RLLocationData("Manor", 91_017),
|
||||
"Manor - Right Wing Base": RLLocationData("Manor", 91_018),
|
||||
"Manor - Right Wing Window": RLLocationData("Manor", 91_019),
|
||||
"Manor - Right Wing Rooftop": RLLocationData("Manor", 91_020),
|
||||
"Manor - Right Big Base": RLLocationData("Manor", 91_021),
|
||||
"Manor - Right Big Upper": RLLocationData("Manor", 91_022),
|
||||
"Manor - Right Big Rooftop": RLLocationData("Manor", 91_023),
|
||||
"Manor - Right High Base": RLLocationData("Manor", 91_024),
|
||||
"Manor - Right High Upper": RLLocationData("Manor", 91_025),
|
||||
"Manor - Right High Tower": RLLocationData("Manor", 91_026),
|
||||
"Manor - Right Extension": RLLocationData("Manor", 91_027),
|
||||
"Manor - Right Tree": RLLocationData("Manor", 91_028),
|
||||
"Manor - Observatory Base": RLLocationData("Manor", 91_029),
|
||||
"Manor - Observatory Telescope": RLLocationData("Manor", 91_030),
|
||||
|
||||
# Boss Rewards
|
||||
"Castle Hamson Boss Reward": RLLocationData("Boss", 91_100),
|
||||
"Forest Abkhazia Boss Reward": RLLocationData("Boss", 91_102),
|
||||
"The Maya Boss Reward": RLLocationData("Boss", 91_104),
|
||||
"Land of Darkness Boss Reward": RLLocationData("Boss", 91_106),
|
||||
|
||||
# Special Locations
|
||||
"Jukebox": RLLocationData("Special", 91_200),
|
||||
"Painting": RLLocationData("Special", 91_201),
|
||||
"Cheapskate Elf's Game": RLLocationData("Special", 91_202),
|
||||
"Carnival": RLLocationData("Special", 91_203),
|
||||
|
||||
# Diaries
|
||||
**{f"Diary {i+1}": RLLocationData("Diary", 91_300 + i) for i in range(0, 25)},
|
||||
|
||||
# Chests
|
||||
**{f"Castle Hamson - Chest {i+1}": RLLocationData("Chests", 91_600 + i) for i in range(0, 50)},
|
||||
**{f"Forest Abkhazia - Chest {i+1}": RLLocationData("Chests", 91_700 + i) for i in range(0, 50)},
|
||||
**{f"The Maya - Chest {i+1}": RLLocationData("Chests", 91_800 + i) for i in range(0, 50)},
|
||||
**{f"Land of Darkness - Chest {i+1}": RLLocationData("Chests", 91_900 + i) for i in range(0, 50)},
|
||||
**{f"Chest {i+1}": RLLocationData("Chests", 92_000 + i) for i in range(0, 200)},
|
||||
|
||||
# Fairy Chests
|
||||
**{f"Castle Hamson - Fairy Chest {i+1}": RLLocationData("Fairies", 91_400 + i) for i in range(0, 15)},
|
||||
**{f"Forest Abkhazia - Fairy Chest {i+1}": RLLocationData("Fairies", 91_450 + i) for i in range(0, 15)},
|
||||
**{f"The Maya - Fairy Chest {i+1}": RLLocationData("Fairies", 91_500 + i) for i in range(0, 15)},
|
||||
**{f"Land of Darkness - Fairy Chest {i+1}": RLLocationData("Fairies", 91_550 + i) for i in range(0, 15)},
|
||||
**{f"Fairy Chest {i+1}": RLLocationData("Fairies", 92_200 + i) for i in range(0, 60)},
|
||||
}
|
||||
|
||||
event_location_table: Dict[str, RLLocationData] = {
|
||||
"Castle Hamson Boss Room": RLLocationData("Event"),
|
||||
"Forest Abkhazia Boss Room": RLLocationData("Event"),
|
||||
"The Maya Boss Room": RLLocationData("Event"),
|
||||
"Land of Darkness Boss Room": RLLocationData("Event"),
|
||||
"Fountain Room": RLLocationData("Event"),
|
||||
}
|
@@ -1,387 +0,0 @@
|
||||
from Options import Choice, Range, Toggle, DeathLink, DefaultOnToggle, OptionSet, PerGameCommonOptions
|
||||
|
||||
from dataclasses import dataclass
|
||||
|
||||
|
||||
class StartingGender(Choice):
|
||||
"""
|
||||
Determines the gender of your initial 'Sir Lee' character.
|
||||
"""
|
||||
display_name = "Starting Gender"
|
||||
option_sir = 0
|
||||
option_lady = 1
|
||||
alias_male = 0
|
||||
alias_female = 1
|
||||
default = "random"
|
||||
|
||||
|
||||
class StartingClass(Choice):
|
||||
"""
|
||||
Determines the starting class of your initial 'Sir Lee' character.
|
||||
"""
|
||||
display_name = "Starting Class"
|
||||
option_knight = 0
|
||||
option_mage = 1
|
||||
option_barbarian = 2
|
||||
option_knave = 3
|
||||
option_shinobi = 4
|
||||
option_miner = 5
|
||||
option_spellthief = 6
|
||||
option_lich = 7
|
||||
default = 0
|
||||
|
||||
|
||||
class NewGamePlus(Choice):
|
||||
"""
|
||||
Puts the castle in new game plus mode which vastly increases enemy level, but increases gold gain by 50%. Not
|
||||
recommended for those inexperienced to Rogue Legacy!
|
||||
"""
|
||||
display_name = "New Game Plus"
|
||||
option_normal = 0
|
||||
option_new_game_plus = 1
|
||||
option_new_game_plus_2 = 2
|
||||
alias_hard = 1
|
||||
alias_brutal = 2
|
||||
default = 0
|
||||
|
||||
|
||||
class LevelScaling(Range):
|
||||
"""
|
||||
A percentage modifier for scaling enemy level as you continue throughout the castle. 100 means enemies will have
|
||||
100% level scaling (normal). Setting this too high will result in enemies with absurdly high levels, you have been
|
||||
warned.
|
||||
"""
|
||||
display_name = "Enemy Level Scaling Percentage"
|
||||
range_start = 1
|
||||
range_end = 300
|
||||
default = 100
|
||||
|
||||
|
||||
class FairyChestsPerZone(Range):
|
||||
"""
|
||||
Determines the number of Fairy Chests in a given zone that contain items. After these have been checked, only stat
|
||||
bonuses can be found in Fairy Chests.
|
||||
"""
|
||||
display_name = "Fairy Chests Per Zone"
|
||||
range_start = 0
|
||||
range_end = 15
|
||||
default = 1
|
||||
|
||||
|
||||
class ChestsPerZone(Range):
|
||||
"""
|
||||
Determines the number of Non-Fairy Chests in a given zone that contain items. After these have been checked, only
|
||||
gold or stat bonuses can be found in Chests.
|
||||
"""
|
||||
display_name = "Chests Per Zone"
|
||||
range_start = 20
|
||||
range_end = 50
|
||||
default = 20
|
||||
|
||||
|
||||
class UniversalFairyChests(Toggle):
|
||||
"""
|
||||
Determines if fairy chests should be combined into one pool instead of per zone, similar to Risk of Rain 2.
|
||||
"""
|
||||
display_name = "Universal Fairy Chests"
|
||||
|
||||
|
||||
class UniversalChests(Toggle):
|
||||
"""
|
||||
Determines if non-fairy chests should be combined into one pool instead of per zone, similar to Risk of Rain 2.
|
||||
"""
|
||||
display_name = "Universal Non-Fairy Chests"
|
||||
|
||||
|
||||
class Vendors(Choice):
|
||||
"""
|
||||
Determines where to place the Blacksmith and Enchantress unlocks in logic (or start with them unlocked).
|
||||
"""
|
||||
display_name = "Vendors"
|
||||
option_start_unlocked = 0
|
||||
option_early = 1
|
||||
option_normal = 2
|
||||
option_anywhere = 3
|
||||
default = 1
|
||||
|
||||
|
||||
class Architect(Choice):
|
||||
"""
|
||||
Determines where the Architect sits in the item pool.
|
||||
"""
|
||||
display_name = "Architect"
|
||||
option_start_unlocked = 0
|
||||
option_early = 1
|
||||
option_anywhere = 2
|
||||
option_disabled = 3
|
||||
alias_normal = 2
|
||||
default = 2
|
||||
|
||||
|
||||
class ArchitectFee(Range):
|
||||
"""
|
||||
Determines how large of a percentage the architect takes from the player when utilizing his services. 100 means he
|
||||
takes all your gold. 0 means his services are free.
|
||||
"""
|
||||
display_name = "Architect Fee Percentage"
|
||||
range_start = 0
|
||||
range_end = 100
|
||||
default = 40
|
||||
|
||||
|
||||
class DisableCharon(Toggle):
|
||||
"""
|
||||
Prevents Charon from taking your money when you re-enter the castle. Also removes Haggling from the Item Pool.
|
||||
"""
|
||||
display_name = "Disable Charon"
|
||||
|
||||
|
||||
class RequirePurchasing(DefaultOnToggle):
|
||||
"""
|
||||
Determines where you will be required to purchase equipment and runes from the Blacksmith and Enchantress before
|
||||
equipping them. If you disable require purchasing, Manor Renovations are scaled to take this into account.
|
||||
"""
|
||||
display_name = "Require Purchasing"
|
||||
|
||||
|
||||
class ProgressiveBlueprints(Toggle):
|
||||
"""
|
||||
Instead of shuffling blueprints randomly into the pool, blueprint unlocks are progressively unlocked. You would get
|
||||
Squire first, then Knight, etc., until finally Dark.
|
||||
"""
|
||||
display_name = "Progressive Blueprints"
|
||||
|
||||
|
||||
class GoldGainMultiplier(Choice):
|
||||
"""
|
||||
Adjusts the multiplier for gaining gold from all sources.
|
||||
"""
|
||||
display_name = "Gold Gain Multiplier"
|
||||
option_normal = 0
|
||||
option_quarter = 1
|
||||
option_half = 2
|
||||
option_double = 3
|
||||
option_quadruple = 4
|
||||
default = 0
|
||||
|
||||
|
||||
class NumberOfChildren(Range):
|
||||
"""
|
||||
Determines the number of offspring you can choose from on the lineage screen after a death.
|
||||
"""
|
||||
display_name = "Number of Children"
|
||||
range_start = 1
|
||||
range_end = 5
|
||||
default = 3
|
||||
|
||||
|
||||
class AdditionalLadyNames(OptionSet):
|
||||
"""
|
||||
Set of additional names your potential offspring can have. If Allow Default Names is disabled, this is the only list
|
||||
of names your children can have. The first value will also be your initial character's name depending on Starting
|
||||
Gender.
|
||||
"""
|
||||
display_name = "Additional Lady Names"
|
||||
|
||||
class AdditionalSirNames(OptionSet):
|
||||
"""
|
||||
Set of additional names your potential offspring can have. If Allow Default Names is disabled, this is the only list
|
||||
of names your children can have. The first value will also be your initial character's name depending on Starting
|
||||
Gender.
|
||||
"""
|
||||
display_name = "Additional Sir Names"
|
||||
|
||||
|
||||
class AllowDefaultNames(DefaultOnToggle):
|
||||
"""
|
||||
Determines if the default names defined in the vanilla game are allowed to be used. Warning: Your world will not
|
||||
generate if the number of Additional Names defined is less than the Number of Children value.
|
||||
"""
|
||||
display_name = "Allow Default Names"
|
||||
|
||||
|
||||
class CastleScaling(Range):
|
||||
"""
|
||||
Adjusts the scaling factor for how big a castle can be. Larger castles scale enemies quicker and also take longer
|
||||
to generate. 100 means normal castle size.
|
||||
"""
|
||||
display_name = "Castle Size Scaling Percentage"
|
||||
range_start = 50
|
||||
range_end = 300
|
||||
default = 100
|
||||
|
||||
|
||||
class ChallengeBossKhidr(Choice):
|
||||
"""
|
||||
Determines if Neo Khidr replaces Khidr in their boss room.
|
||||
"""
|
||||
display_name = "Khidr"
|
||||
option_vanilla = 0
|
||||
option_challenge = 1
|
||||
default = 0
|
||||
|
||||
|
||||
class ChallengeBossAlexander(Choice):
|
||||
"""
|
||||
Determines if Alexander the IV replaces Alexander in their boss room.
|
||||
"""
|
||||
display_name = "Alexander"
|
||||
option_vanilla = 0
|
||||
option_challenge = 1
|
||||
default = 0
|
||||
|
||||
|
||||
class ChallengeBossLeon(Choice):
|
||||
"""
|
||||
Determines if Ponce de Freon replaces Ponce de Leon in their boss room.
|
||||
"""
|
||||
display_name = "Ponce de Leon"
|
||||
option_vanilla = 0
|
||||
option_challenge = 1
|
||||
default = 0
|
||||
|
||||
|
||||
class ChallengeBossHerodotus(Choice):
|
||||
"""
|
||||
Determines if Astrodotus replaces Herodotus in their boss room.
|
||||
"""
|
||||
display_name = "Herodotus"
|
||||
option_vanilla = 0
|
||||
option_challenge = 1
|
||||
default = 0
|
||||
|
||||
|
||||
class HealthUpPool(Range):
|
||||
"""
|
||||
Determines the number of Health Ups in the item pool.
|
||||
"""
|
||||
display_name = "Health Up Pool"
|
||||
range_start = 0
|
||||
range_end = 15
|
||||
default = 15
|
||||
|
||||
|
||||
class ManaUpPool(Range):
|
||||
"""
|
||||
Determines the number of Mana Ups in the item pool.
|
||||
"""
|
||||
display_name = "Mana Up Pool"
|
||||
range_start = 0
|
||||
range_end = 15
|
||||
default = 15
|
||||
|
||||
|
||||
class AttackUpPool(Range):
|
||||
"""
|
||||
Determines the number of Attack Ups in the item pool.
|
||||
"""
|
||||
display_name = "Attack Up Pool"
|
||||
range_start = 0
|
||||
range_end = 15
|
||||
default = 15
|
||||
|
||||
|
||||
class MagicDamageUpPool(Range):
|
||||
"""
|
||||
Determines the number of Magic Damage Ups in the item pool.
|
||||
"""
|
||||
display_name = "Magic Damage Up Pool"
|
||||
range_start = 0
|
||||
range_end = 15
|
||||
default = 15
|
||||
|
||||
|
||||
class ArmorUpPool(Range):
|
||||
"""
|
||||
Determines the number of Armor Ups in the item pool.
|
||||
"""
|
||||
display_name = "Armor Up Pool"
|
||||
range_start = 0
|
||||
range_end = 10
|
||||
default = 10
|
||||
|
||||
|
||||
class EquipUpPool(Range):
|
||||
"""
|
||||
Determines the number of Equip Ups in the item pool.
|
||||
"""
|
||||
display_name = "Equip Up Pool"
|
||||
range_start = 0
|
||||
range_end = 10
|
||||
default = 10
|
||||
|
||||
|
||||
class CritChanceUpPool(Range):
|
||||
"""
|
||||
Determines the number of Crit Chance Ups in the item pool.
|
||||
"""
|
||||
display_name = "Crit Chance Up Pool"
|
||||
range_start = 0
|
||||
range_end = 5
|
||||
default = 5
|
||||
|
||||
|
||||
class CritDamageUpPool(Range):
|
||||
"""
|
||||
Determines the number of Crit Damage Ups in the item pool.
|
||||
"""
|
||||
display_name = "Crit Damage Up Pool"
|
||||
range_start = 0
|
||||
range_end = 5
|
||||
default = 5
|
||||
|
||||
|
||||
class FreeDiaryOnGeneration(DefaultOnToggle):
|
||||
"""
|
||||
Allows the player to get a free diary check every time they regenerate the castle in the starting room.
|
||||
"""
|
||||
display_name = "Free Diary On Generation"
|
||||
|
||||
|
||||
class AvailableClasses(OptionSet):
|
||||
"""
|
||||
List of classes that will be in the item pool to find. The upgraded form of the class will be added with it.
|
||||
The upgraded form of your starting class will be available regardless.
|
||||
"""
|
||||
display_name = "Available Classes"
|
||||
default = frozenset(
|
||||
{"Knight", "Mage", "Barbarian", "Knave", "Shinobi", "Miner", "Spellthief", "Lich", "Dragon", "Traitor"}
|
||||
)
|
||||
valid_keys = {"Knight", "Mage", "Barbarian", "Knave", "Shinobi", "Miner", "Spellthief", "Lich", "Dragon", "Traitor"}
|
||||
|
||||
|
||||
@dataclass
|
||||
class RLOptions(PerGameCommonOptions):
|
||||
starting_gender: StartingGender
|
||||
starting_class: StartingClass
|
||||
available_classes: AvailableClasses
|
||||
new_game_plus: NewGamePlus
|
||||
fairy_chests_per_zone: FairyChestsPerZone
|
||||
chests_per_zone: ChestsPerZone
|
||||
universal_fairy_chests: UniversalFairyChests
|
||||
universal_chests: UniversalChests
|
||||
vendors: Vendors
|
||||
architect: Architect
|
||||
architect_fee: ArchitectFee
|
||||
disable_charon: DisableCharon
|
||||
require_purchasing: RequirePurchasing
|
||||
progressive_blueprints: ProgressiveBlueprints
|
||||
gold_gain_multiplier: GoldGainMultiplier
|
||||
number_of_children: NumberOfChildren
|
||||
free_diary_on_generation: FreeDiaryOnGeneration
|
||||
khidr: ChallengeBossKhidr
|
||||
alexander: ChallengeBossAlexander
|
||||
leon: ChallengeBossLeon
|
||||
herodotus: ChallengeBossHerodotus
|
||||
health_pool: HealthUpPool
|
||||
mana_pool: ManaUpPool
|
||||
attack_pool: AttackUpPool
|
||||
magic_damage_pool: MagicDamageUpPool
|
||||
armor_pool: ArmorUpPool
|
||||
equip_pool: EquipUpPool
|
||||
crit_chance_pool: CritChanceUpPool
|
||||
crit_damage_pool: CritDamageUpPool
|
||||
allow_default_names: AllowDefaultNames
|
||||
additional_lady_names: AdditionalLadyNames
|
||||
additional_sir_names: AdditionalSirNames
|
||||
death_link: DeathLink
|
@@ -1,61 +0,0 @@
|
||||
from typing import Any, Dict
|
||||
|
||||
from .Options import Architect, GoldGainMultiplier, Vendors
|
||||
|
||||
rl_options_presets: Dict[str, Dict[str, Any]] = {
|
||||
# Example preset using only literal values.
|
||||
"Unknown Fate": {
|
||||
"progression_balancing": "random",
|
||||
"accessibility": "random",
|
||||
"starting_gender": "random",
|
||||
"starting_class": "random",
|
||||
"new_game_plus": "random",
|
||||
"fairy_chests_per_zone": "random",
|
||||
"chests_per_zone": "random",
|
||||
"universal_fairy_chests": "random",
|
||||
"universal_chests": "random",
|
||||
"vendors": "random",
|
||||
"architect": "random",
|
||||
"architect_fee": "random",
|
||||
"disable_charon": "random",
|
||||
"require_purchasing": "random",
|
||||
"progressive_blueprints": "random",
|
||||
"gold_gain_multiplier": "random",
|
||||
"number_of_children": "random",
|
||||
"free_diary_on_generation": "random",
|
||||
"khidr": "random",
|
||||
"alexander": "random",
|
||||
"leon": "random",
|
||||
"herodotus": "random",
|
||||
"health_pool": "random",
|
||||
"mana_pool": "random",
|
||||
"attack_pool": "random",
|
||||
"magic_damage_pool": "random",
|
||||
"armor_pool": "random",
|
||||
"equip_pool": "random",
|
||||
"crit_chance_pool": "random",
|
||||
"crit_damage_pool": "random",
|
||||
"allow_default_names": True,
|
||||
"death_link": "random",
|
||||
},
|
||||
# A preset I actually use, using some literal values and some from the option itself.
|
||||
"Limited Potential": {
|
||||
"progression_balancing": "disabled",
|
||||
"fairy_chests_per_zone": 2,
|
||||
"starting_class": "random",
|
||||
"chests_per_zone": 30,
|
||||
"vendors": Vendors.option_normal,
|
||||
"architect": Architect.option_disabled,
|
||||
"gold_gain_multiplier": GoldGainMultiplier.option_half,
|
||||
"number_of_children": 2,
|
||||
"free_diary_on_generation": False,
|
||||
"health_pool": 10,
|
||||
"mana_pool": 10,
|
||||
"attack_pool": 10,
|
||||
"magic_damage_pool": 10,
|
||||
"armor_pool": 5,
|
||||
"equip_pool": 10,
|
||||
"crit_chance_pool": 5,
|
||||
"crit_damage_pool": 5,
|
||||
}
|
||||
}
|
@@ -1,114 +0,0 @@
|
||||
from typing import Dict, List, NamedTuple, Optional, TYPE_CHECKING
|
||||
|
||||
from BaseClasses import MultiWorld, Region, Entrance
|
||||
from .Locations import RLLocation, location_table, get_locations_by_category
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import RLWorld
|
||||
|
||||
|
||||
class RLRegionData(NamedTuple):
|
||||
locations: Optional[List[str]]
|
||||
region_exits: Optional[List[str]]
|
||||
|
||||
|
||||
def create_regions(world: "RLWorld"):
|
||||
regions: Dict[str, RLRegionData] = {
|
||||
"Menu": RLRegionData(None, ["Castle Hamson"]),
|
||||
"The Manor": RLRegionData([], []),
|
||||
"Castle Hamson": RLRegionData([], ["Forest Abkhazia", "The Maya", "Land of Darkness",
|
||||
"The Fountain Room", "The Manor"]),
|
||||
"Forest Abkhazia": RLRegionData([], []),
|
||||
"The Maya": RLRegionData([], []),
|
||||
"Land of Darkness": RLRegionData([], []),
|
||||
"The Fountain Room": RLRegionData([], None),
|
||||
}
|
||||
|
||||
# Artificially stagger diary spheres for progression.
|
||||
for diary in range(0, 25):
|
||||
region: str
|
||||
if 0 <= diary < 6:
|
||||
region = "Castle Hamson"
|
||||
elif 6 <= diary < 12:
|
||||
region = "Forest Abkhazia"
|
||||
elif 12 <= diary < 18:
|
||||
region = "The Maya"
|
||||
elif 18 <= diary < 24:
|
||||
region = "Land of Darkness"
|
||||
else:
|
||||
region = "The Fountain Room"
|
||||
regions[region].locations.append(f"Diary {diary + 1}")
|
||||
|
||||
# Manor & Special
|
||||
for manor in get_locations_by_category("Manor").keys():
|
||||
regions["The Manor"].locations.append(manor)
|
||||
for special in get_locations_by_category("Special").keys():
|
||||
regions["Castle Hamson"].locations.append(special)
|
||||
|
||||
# Boss Rewards
|
||||
regions["Castle Hamson"].locations.append("Castle Hamson Boss Reward")
|
||||
regions["Forest Abkhazia"].locations.append("Forest Abkhazia Boss Reward")
|
||||
regions["The Maya"].locations.append("The Maya Boss Reward")
|
||||
regions["Land of Darkness"].locations.append("Land of Darkness Boss Reward")
|
||||
|
||||
# Events
|
||||
regions["Castle Hamson"].locations.append("Castle Hamson Boss Room")
|
||||
regions["Forest Abkhazia"].locations.append("Forest Abkhazia Boss Room")
|
||||
regions["The Maya"].locations.append("The Maya Boss Room")
|
||||
regions["Land of Darkness"].locations.append("Land of Darkness Boss Room")
|
||||
regions["The Fountain Room"].locations.append("Fountain Room")
|
||||
|
||||
# Chests
|
||||
chests = int(world.options.chests_per_zone)
|
||||
for i in range(0, chests):
|
||||
if world.options.universal_chests:
|
||||
regions["Castle Hamson"].locations.append(f"Chest {i + 1}")
|
||||
regions["Forest Abkhazia"].locations.append(f"Chest {i + 1 + chests}")
|
||||
regions["The Maya"].locations.append(f"Chest {i + 1 + (chests * 2)}")
|
||||
regions["Land of Darkness"].locations.append(f"Chest {i + 1 + (chests * 3)}")
|
||||
else:
|
||||
regions["Castle Hamson"].locations.append(f"Castle Hamson - Chest {i + 1}")
|
||||
regions["Forest Abkhazia"].locations.append(f"Forest Abkhazia - Chest {i + 1}")
|
||||
regions["The Maya"].locations.append(f"The Maya - Chest {i + 1}")
|
||||
regions["Land of Darkness"].locations.append(f"Land of Darkness - Chest {i + 1}")
|
||||
|
||||
# Fairy Chests
|
||||
chests = int(world.options.fairy_chests_per_zone)
|
||||
for i in range(0, chests):
|
||||
if world.options.universal_fairy_chests:
|
||||
regions["Castle Hamson"].locations.append(f"Fairy Chest {i + 1}")
|
||||
regions["Forest Abkhazia"].locations.append(f"Fairy Chest {i + 1 + chests}")
|
||||
regions["The Maya"].locations.append(f"Fairy Chest {i + 1 + (chests * 2)}")
|
||||
regions["Land of Darkness"].locations.append(f"Fairy Chest {i + 1 + (chests * 3)}")
|
||||
else:
|
||||
regions["Castle Hamson"].locations.append(f"Castle Hamson - Fairy Chest {i + 1}")
|
||||
regions["Forest Abkhazia"].locations.append(f"Forest Abkhazia - Fairy Chest {i + 1}")
|
||||
regions["The Maya"].locations.append(f"The Maya - Fairy Chest {i + 1}")
|
||||
regions["Land of Darkness"].locations.append(f"Land of Darkness - Fairy Chest {i + 1}")
|
||||
|
||||
# Set up the regions correctly.
|
||||
for name, data in regions.items():
|
||||
world.multiworld.regions.append(create_region(world.multiworld, world.player, name, data))
|
||||
|
||||
world.get_entrance("Castle Hamson").connect(world.get_region("Castle Hamson"))
|
||||
world.get_entrance("The Manor").connect(world.get_region("The Manor"))
|
||||
world.get_entrance("Forest Abkhazia").connect(world.get_region("Forest Abkhazia"))
|
||||
world.get_entrance("The Maya").connect(world.get_region("The Maya"))
|
||||
world.get_entrance("Land of Darkness").connect(world.get_region("Land of Darkness"))
|
||||
world.get_entrance("The Fountain Room").connect(world.get_region("The Fountain Room"))
|
||||
|
||||
|
||||
def create_region(multiworld: MultiWorld, player: int, name: str, data: RLRegionData):
|
||||
region = Region(name, player, multiworld)
|
||||
if data.locations:
|
||||
for loc_name in data.locations:
|
||||
loc_data = location_table.get(loc_name)
|
||||
location = RLLocation(player, loc_name, loc_data.code if loc_data else None, region)
|
||||
region.locations.append(location)
|
||||
|
||||
if data.region_exits:
|
||||
for exit in data.region_exits:
|
||||
entrance = Entrance(player, exit, region)
|
||||
region.exits.append(entrance)
|
||||
|
||||
return region
|
@@ -1,117 +0,0 @@
|
||||
from BaseClasses import CollectionState
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import RLWorld
|
||||
|
||||
|
||||
def get_upgrade_total(world: "RLWorld") -> int:
|
||||
return int(world.options.health_pool) + int(world.options.mana_pool) + \
|
||||
int(world.options.attack_pool) + int(world.options.magic_damage_pool)
|
||||
|
||||
|
||||
def get_upgrade_count(state: CollectionState, player: int) -> int:
|
||||
return state.count("Health Up", player) + state.count("Mana Up", player) + \
|
||||
state.count("Attack Up", player) + state.count("Magic Damage Up", player)
|
||||
|
||||
|
||||
def has_vendors(state: CollectionState, player: int) -> bool:
|
||||
return state.has_all({"Blacksmith", "Enchantress"}, player)
|
||||
|
||||
|
||||
def has_upgrade_amount(state: CollectionState, player: int, amount: int) -> bool:
|
||||
return get_upgrade_count(state, player) >= amount
|
||||
|
||||
|
||||
def has_upgrades_percentage(state: CollectionState, world: "RLWorld", percentage: float) -> bool:
|
||||
return has_upgrade_amount(state, world.player, round(get_upgrade_total(world) * (percentage / 100)))
|
||||
|
||||
|
||||
def has_movement_rune(state: CollectionState, player: int) -> bool:
|
||||
return state.has("Vault Runes", player) or state.has("Sprint Runes", player) or state.has("Sky Runes", player)
|
||||
|
||||
|
||||
def has_fairy_progression(state: CollectionState, player: int) -> bool:
|
||||
return state.has("Dragons", player) or (state.has("Enchantress", player) and has_movement_rune(state, player))
|
||||
|
||||
|
||||
def has_defeated_castle(state: CollectionState, player: int) -> bool:
|
||||
return state.has("Defeat Khidr", player) or state.has("Defeat Neo Khidr", player)
|
||||
|
||||
|
||||
def has_defeated_forest(state: CollectionState, player: int) -> bool:
|
||||
return state.has("Defeat Alexander", player) or state.has("Defeat Alexander IV", player)
|
||||
|
||||
|
||||
def has_defeated_tower(state: CollectionState, player: int) -> bool:
|
||||
return state.has("Defeat Ponce de Leon", player) or state.has("Defeat Ponce de Freon", player)
|
||||
|
||||
|
||||
def has_defeated_dungeon(state: CollectionState, player: int) -> bool:
|
||||
return state.has("Defeat Herodotus", player) or state.has("Defeat Astrodotus", player)
|
||||
|
||||
|
||||
def set_rules(world: "RLWorld", player: int):
|
||||
# If 'vendors' are 'normal', then expect it to show up in the first half(ish) of the spheres.
|
||||
if world.options.vendors == "normal":
|
||||
world.get_location("Forest Abkhazia Boss Reward").access_rule = \
|
||||
lambda state: has_vendors(state, player)
|
||||
|
||||
# Gate each manor location so everything isn't dumped into sphere 1.
|
||||
manor_rules = {
|
||||
"Defeat Khidr" if world.options.khidr == "vanilla" else "Defeat Neo Khidr": [
|
||||
"Manor - Left Wing Window",
|
||||
"Manor - Left Wing Rooftop",
|
||||
"Manor - Right Wing Window",
|
||||
"Manor - Right Wing Rooftop",
|
||||
"Manor - Left Big Base",
|
||||
"Manor - Right Big Base",
|
||||
"Manor - Left Tree 1",
|
||||
"Manor - Left Tree 2",
|
||||
"Manor - Right Tree",
|
||||
],
|
||||
"Defeat Alexander" if world.options.alexander == "vanilla" else "Defeat Alexander IV": [
|
||||
"Manor - Left Big Upper 1",
|
||||
"Manor - Left Big Upper 2",
|
||||
"Manor - Left Big Windows",
|
||||
"Manor - Left Big Rooftop",
|
||||
"Manor - Left Far Base",
|
||||
"Manor - Left Far Roof",
|
||||
"Manor - Left Extension",
|
||||
"Manor - Right Big Upper",
|
||||
"Manor - Right Big Rooftop",
|
||||
"Manor - Right Extension",
|
||||
],
|
||||
"Defeat Ponce de Leon" if world.options.leon == "vanilla" else "Defeat Ponce de Freon": [
|
||||
"Manor - Right High Base",
|
||||
"Manor - Right High Upper",
|
||||
"Manor - Right High Tower",
|
||||
"Manor - Observatory Base",
|
||||
"Manor - Observatory Telescope",
|
||||
]
|
||||
}
|
||||
|
||||
# Set rules for manor locations.
|
||||
for event, locations in manor_rules.items():
|
||||
for location in locations:
|
||||
world.get_location(location).access_rule = lambda state: state.has(event, player)
|
||||
|
||||
# Set rules for fairy chests to decrease headache of expectation to find non-movement fairy chests.
|
||||
for fairy_location in [location for location in world.multiworld.get_locations(player) if "Fairy" in location.name]:
|
||||
fairy_location.access_rule = lambda state: has_fairy_progression(state, player)
|
||||
|
||||
# Region rules.
|
||||
world.get_entrance("Forest Abkhazia").access_rule = \
|
||||
lambda state: has_upgrades_percentage(state, world, 12.5) and has_defeated_castle(state, player)
|
||||
|
||||
world.get_entrance("The Maya").access_rule = \
|
||||
lambda state: has_upgrades_percentage(state, world, 25) and has_defeated_forest(state, player)
|
||||
|
||||
world.get_entrance("Land of Darkness").access_rule = \
|
||||
lambda state: has_upgrades_percentage(state, world, 37.5) and has_defeated_tower(state, player)
|
||||
|
||||
world.get_entrance("The Fountain Room").access_rule = \
|
||||
lambda state: has_upgrades_percentage(state, world, 50) and has_defeated_dungeon(state, player)
|
||||
|
||||
# Win condition.
|
||||
world.multiworld.completion_condition[player] = lambda state: state.has("Defeat The Fountain", player)
|
@@ -1,243 +0,0 @@
|
||||
from typing import List
|
||||
|
||||
from BaseClasses import Tutorial
|
||||
from worlds.AutoWorld import WebWorld, World
|
||||
from .Items import RLItem, RLItemData, event_item_table, get_items_by_category, item_table
|
||||
from .Locations import RLLocation, location_table
|
||||
from .Options import RLOptions
|
||||
from .Presets import rl_options_presets
|
||||
from .Regions import create_regions
|
||||
from .Rules import set_rules
|
||||
|
||||
|
||||
class RLWeb(WebWorld):
|
||||
theme = "stone"
|
||||
tutorials = [Tutorial(
|
||||
"Multiworld Setup Guide",
|
||||
"A guide to setting up the Rogue Legacy Randomizer software on your computer. This guide covers single-player, "
|
||||
"multiworld, and related software.",
|
||||
"English",
|
||||
"rogue-legacy_en.md",
|
||||
"rogue-legacy/en",
|
||||
["Phar"]
|
||||
)]
|
||||
bug_report_page = "https://github.com/ThePhar/RogueLegacyRandomizer/issues/new?assignees=&labels=bug&template=" \
|
||||
"report-an-issue---.md&title=%5BIssue%5D"
|
||||
options_presets = rl_options_presets
|
||||
|
||||
|
||||
class RLWorld(World):
|
||||
"""
|
||||
Rogue Legacy is a genealogical rogue-"LITE" where anyone can be a hero. Each time you die, your child will succeed
|
||||
you. Every child is unique. One child might be colorblind, another might have vertigo-- they could even be a dwarf.
|
||||
But that's OK, because no one is perfect, and you don't have to be to succeed.
|
||||
"""
|
||||
game = "Rogue Legacy"
|
||||
options_dataclass = RLOptions
|
||||
options: RLOptions
|
||||
topology_present = True
|
||||
required_client_version = (0, 3, 5)
|
||||
web = RLWeb()
|
||||
|
||||
item_name_to_id = {name: data.code for name, data in item_table.items() if data.code is not None}
|
||||
location_name_to_id = {name: data.code for name, data in location_table.items() if data.code is not None}
|
||||
|
||||
def fill_slot_data(self) -> dict:
|
||||
return self.options.as_dict(*[name for name in self.options_dataclass.type_hints.keys()])
|
||||
|
||||
def generate_early(self):
|
||||
# Check validation of names.
|
||||
additional_lady_names = len(self.options.additional_lady_names.value)
|
||||
additional_sir_names = len(self.options.additional_sir_names.value)
|
||||
if not self.options.allow_default_names:
|
||||
if additional_lady_names < int(self.options.number_of_children):
|
||||
raise Exception(
|
||||
f"allow_default_names is off, but not enough names are defined in additional_lady_names. "
|
||||
f"Expected {int(self.options.number_of_children)}, Got {additional_lady_names}")
|
||||
|
||||
if additional_sir_names < int(self.options.number_of_children):
|
||||
raise Exception(
|
||||
f"allow_default_names is off, but not enough names are defined in additional_sir_names. "
|
||||
f"Expected {int(self.options.number_of_children)}, Got {additional_sir_names}")
|
||||
|
||||
def create_items(self):
|
||||
item_pool: List[RLItem] = []
|
||||
total_locations = len(self.multiworld.get_unfilled_locations(self.player))
|
||||
for name, data in item_table.items():
|
||||
quantity = data.max_quantity
|
||||
|
||||
# Architect
|
||||
if name == "Architect":
|
||||
if self.options.architect == "disabled":
|
||||
continue
|
||||
if self.options.architect == "start_unlocked":
|
||||
self.multiworld.push_precollected(self.create_item(name))
|
||||
continue
|
||||
if self.options.architect == "early":
|
||||
self.multiworld.local_early_items[self.player]["Architect"] = 1
|
||||
|
||||
# Blacksmith and Enchantress
|
||||
if name == "Blacksmith" or name == "Enchantress":
|
||||
if self.options.vendors == "start_unlocked":
|
||||
self.multiworld.push_precollected(self.create_item(name))
|
||||
continue
|
||||
if self.options.vendors == "early":
|
||||
self.multiworld.local_early_items[self.player]["Blacksmith"] = 1
|
||||
self.multiworld.local_early_items[self.player]["Enchantress"] = 1
|
||||
|
||||
# Haggling
|
||||
if name == "Haggling" and self.options.disable_charon:
|
||||
continue
|
||||
|
||||
# Blueprints
|
||||
if data.category == "Blueprints":
|
||||
# No progressive blueprints if progressive_blueprints are disabled.
|
||||
if name == "Progressive Blueprints" and not self.options.progressive_blueprints:
|
||||
continue
|
||||
# No distinct blueprints if progressive_blueprints are enabled.
|
||||
elif name != "Progressive Blueprints" and self.options.progressive_blueprints:
|
||||
continue
|
||||
|
||||
# Classes
|
||||
if data.category == "Classes":
|
||||
if name == "Progressive Knights":
|
||||
if "Knight" not in self.options.available_classes:
|
||||
continue
|
||||
|
||||
if self.options.starting_class == "knight":
|
||||
quantity = 1
|
||||
if name == "Progressive Mages":
|
||||
if "Mage" not in self.options.available_classes:
|
||||
continue
|
||||
|
||||
if self.options.starting_class == "mage":
|
||||
quantity = 1
|
||||
if name == "Progressive Barbarians":
|
||||
if "Barbarian" not in self.options.available_classes:
|
||||
continue
|
||||
|
||||
if self.options.starting_class == "barbarian":
|
||||
quantity = 1
|
||||
if name == "Progressive Knaves":
|
||||
if "Knave" not in self.options.available_classes:
|
||||
continue
|
||||
|
||||
if self.options.starting_class == "knave":
|
||||
quantity = 1
|
||||
if name == "Progressive Miners":
|
||||
if "Miner" not in self.options.available_classes:
|
||||
continue
|
||||
|
||||
if self.options.starting_class == "miner":
|
||||
quantity = 1
|
||||
if name == "Progressive Shinobis":
|
||||
if "Shinobi" not in self.options.available_classes:
|
||||
continue
|
||||
|
||||
if self.options.starting_class == "shinobi":
|
||||
quantity = 1
|
||||
if name == "Progressive Liches":
|
||||
if "Lich" not in self.options.available_classes:
|
||||
continue
|
||||
|
||||
if self.options.starting_class == "lich":
|
||||
quantity = 1
|
||||
if name == "Progressive Spellthieves":
|
||||
if "Spellthief" not in self.options.available_classes:
|
||||
continue
|
||||
|
||||
if self.options.starting_class == "spellthief":
|
||||
quantity = 1
|
||||
if name == "Dragons":
|
||||
if "Dragon" not in self.options.available_classes:
|
||||
continue
|
||||
if name == "Traitors":
|
||||
if "Traitor" not in self.options.available_classes:
|
||||
continue
|
||||
|
||||
# Skills
|
||||
if name == "Health Up":
|
||||
quantity = self.options.health_pool.value
|
||||
elif name == "Mana Up":
|
||||
quantity = self.options.mana_pool.value
|
||||
elif name == "Attack Up":
|
||||
quantity = self.options.attack_pool.value
|
||||
elif name == "Magic Damage Up":
|
||||
quantity = self.options.magic_damage_pool.value
|
||||
elif name == "Armor Up":
|
||||
quantity = self.options.armor_pool.value
|
||||
elif name == "Equip Up":
|
||||
quantity = self.options.equip_pool.value
|
||||
elif name == "Crit Chance Up":
|
||||
quantity = self.options.crit_chance_pool.value
|
||||
elif name == "Crit Damage Up":
|
||||
quantity = self.options.crit_damage_pool.value
|
||||
|
||||
# Ignore filler, it will be added in a later stage.
|
||||
if data.category == "Filler":
|
||||
continue
|
||||
|
||||
item_pool += [self.create_item(name) for _ in range(0, quantity)]
|
||||
|
||||
# Fill any empty locations with filler items.
|
||||
while len(item_pool) < total_locations:
|
||||
item_pool.append(self.create_item(self.get_filler_item_name()))
|
||||
|
||||
self.multiworld.itempool += item_pool
|
||||
|
||||
def get_filler_item_name(self) -> str:
|
||||
fillers = get_items_by_category("Filler")
|
||||
weights = [data.weight for data in fillers.values()]
|
||||
return self.random.choices([filler for filler in fillers.keys()], weights, k=1)[0]
|
||||
|
||||
def create_item(self, name: str) -> RLItem:
|
||||
data = item_table[name]
|
||||
return RLItem(name, data.classification, data.code, self.player)
|
||||
|
||||
def create_event(self, name: str) -> RLItem:
|
||||
data = event_item_table[name]
|
||||
return RLItem(name, data.classification, data.code, self.player)
|
||||
|
||||
def set_rules(self):
|
||||
set_rules(self, self.player)
|
||||
|
||||
def create_regions(self):
|
||||
create_regions(self)
|
||||
self._place_events()
|
||||
|
||||
def _place_events(self):
|
||||
# Fountain
|
||||
self.multiworld.get_location("Fountain Room", self.player).place_locked_item(
|
||||
self.create_event("Defeat The Fountain"))
|
||||
|
||||
# Khidr / Neo Khidr
|
||||
if self.options.khidr == "vanilla":
|
||||
self.multiworld.get_location("Castle Hamson Boss Room", self.player).place_locked_item(
|
||||
self.create_event("Defeat Khidr"))
|
||||
else:
|
||||
self.multiworld.get_location("Castle Hamson Boss Room", self.player).place_locked_item(
|
||||
self.create_event("Defeat Neo Khidr"))
|
||||
|
||||
# Alexander / Alexander IV
|
||||
if self.options.alexander == "vanilla":
|
||||
self.multiworld.get_location("Forest Abkhazia Boss Room", self.player).place_locked_item(
|
||||
self.create_event("Defeat Alexander"))
|
||||
else:
|
||||
self.multiworld.get_location("Forest Abkhazia Boss Room", self.player).place_locked_item(
|
||||
self.create_event("Defeat Alexander IV"))
|
||||
|
||||
# Ponce de Leon / Ponce de Freon
|
||||
if self.options.leon == "vanilla":
|
||||
self.multiworld.get_location("The Maya Boss Room", self.player).place_locked_item(
|
||||
self.create_event("Defeat Ponce de Leon"))
|
||||
else:
|
||||
self.multiworld.get_location("The Maya Boss Room", self.player).place_locked_item(
|
||||
self.create_event("Defeat Ponce de Freon"))
|
||||
|
||||
# Herodotus / Astrodotus
|
||||
if self.options.herodotus == "vanilla":
|
||||
self.multiworld.get_location("Land of Darkness Boss Room", self.player).place_locked_item(
|
||||
self.create_event("Defeat Herodotus"))
|
||||
else:
|
||||
self.multiworld.get_location("Land of Darkness Boss Room", self.player).place_locked_item(
|
||||
self.create_event("Defeat Astrodotus"))
|
@@ -1,34 +0,0 @@
|
||||
# Rogue Legacy (PC)
|
||||
|
||||
## Where is the options page?
|
||||
|
||||
The [player options page for this game](../player-options) contains most of the options you need to
|
||||
configure and export a config file. Some options can only be made in YAML, but an explanation can be found in the
|
||||
[template yaml here](../../../static/generated/configs/Rogue%20Legacy.yaml).
|
||||
|
||||
## What does randomization do to this game?
|
||||
|
||||
Rogue Legacy Randomizer takes all the classes, skills, runes, and blueprints and spreads them out into chests, the manor
|
||||
upgrade screen, bosses, and some special individual locations. The goal is to become powerful enough to defeat the four
|
||||
zone bosses and then defeat The Fountain.
|
||||
|
||||
## What items and locations get shuffled?
|
||||
All the skill upgrades, class upgrades, runes packs, and equipment packs are shuffled in the manor upgrade screen, diary
|
||||
checks, chests and fairy chests, and boss rewards. Skill upgrades are also grouped in packs of 5 to make the finding of
|
||||
stats less of a chore. Runes and Equipment are also grouped together.
|
||||
|
||||
Some additional locations that can contain items are the Jukebox, the Portraits, and the mini-game rewards.
|
||||
|
||||
## Which items can be in another player's world?
|
||||
|
||||
Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to limit
|
||||
certain items to your own world.
|
||||
## When the player receives an item, what happens?
|
||||
|
||||
When the player receives an item, your character will hold the item above their head and display it to the world. It's
|
||||
good for business!
|
||||
|
||||
## What do I do if I encounter a bug with the game?
|
||||
|
||||
Please reach out to Phar#4444 on Discord or you can drop a bug report on the
|
||||
[GitHub page for Rogue Legacy Randomizer](https://github.com/ThePhar/RogueLegacyRandomizer/issues/new?assignees=&labels=bug&template=report-an-issue---.md&title=%5BIssue%5D).
|
@@ -1,35 +0,0 @@
|
||||
# Rogue Legacy Randomizer Setup Guide
|
||||
|
||||
## Required Software
|
||||
|
||||
- Rogue Legacy Randomizer from the
|
||||
[Rogue Legacy Randomizer Releases Page](https://github.com/ThePhar/RogueLegacyRandomizer/releases)
|
||||
|
||||
## Recommended Installation Instructions
|
||||
|
||||
Please read the README file on the
|
||||
[Rogue Legacy Randomizer GitHub](https://github.com/ThePhar/RogueLegacyRandomizer/blob/master/README.md) page for
|
||||
up-to-date installation instructions.
|
||||
|
||||
## Configuring your YAML file
|
||||
|
||||
### What is a YAML file and why do I need one?
|
||||
|
||||
Your YAML file contains a set of configuration options which provide the generator with information about how it should
|
||||
generate your game. Each player of a multiworld will provide their own YAML file. This setup allows each player to enjoy
|
||||
an experience customized for their taste, and different players in the same multiworld can all have different options.
|
||||
|
||||
### Where do I get a YAML file?
|
||||
|
||||
you can customize your options by visiting the [Rogue Legacy Options Page](/games/Rogue%20Legacy/player-options).
|
||||
|
||||
### Connect to the MultiServer
|
||||
|
||||
Once in game, press the start button and the AP connection screen should appear. You will fill out the hostname, port,
|
||||
slot name, and password (if applicable). You should only need to fill out hostname, port, and password if the server
|
||||
provides an alternative one to the default values.
|
||||
|
||||
### Play the game
|
||||
|
||||
Once you have entered the required values, you go to Connect and then select Confirm on the "Ready to Start" screen. Now
|
||||
you're off to start your legacy!
|
@@ -1,23 +0,0 @@
|
||||
from typing import Dict
|
||||
|
||||
from . import RLTestBase
|
||||
from ..Items import item_table
|
||||
from ..Locations import location_table
|
||||
|
||||
|
||||
class UniqueTest(RLTestBase):
|
||||
@staticmethod
|
||||
def test_item_ids_are_all_unique():
|
||||
item_ids: Dict[int, str] = {}
|
||||
for name, data in item_table.items():
|
||||
assert data.code not in item_ids.keys(), f"'{name}': {data.code}, is not unique. " \
|
||||
f"'{item_ids[data.code]}' also has this identifier."
|
||||
item_ids[data.code] = name
|
||||
|
||||
@staticmethod
|
||||
def test_location_ids_are_all_unique():
|
||||
location_ids: Dict[int, str] = {}
|
||||
for name, data in location_table.items():
|
||||
assert data.code not in location_ids.keys(), f"'{name}': {data.code}, is not unique. " \
|
||||
f"'{location_ids[data.code]}' also has this identifier."
|
||||
location_ids[data.code] = name
|
@@ -1,5 +0,0 @@
|
||||
from test.bases import WorldTestBase
|
||||
|
||||
|
||||
class RLTestBase(WorldTestBase):
|
||||
game = "Rogue Legacy"
|
Reference in New Issue
Block a user